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Analysis of the concept of body fluid in "Hwangjenaegyeong(黃帝內經)" ($\ll$황제내경(黄帝内经)$\gg$ "진액(津液)" 개념고변(概念考辨))

  • Feng, Gu;Kim, Hyo-Chul
    • Journal of Korean Medical classics
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    • v.23 no.1
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    • pp.11-13
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    • 2010
  • In this article, the concept of body fluid is explained in three aspects: the word meaning of body fluid, the origins of the definitions of the body fluid concept and the connotation and extension of body fluid. Investigating data about the time Hwangjenaegyeong(黃帝內經) was written, the author discovers that the meaning of "Aek(液)" is clear, but there are still questions about the meaning of "Jin(津)". The concept of body fluid derived from observation of life phenomenon and ancient philosophy on the "water". The concept of body fluid should be expressed as that body fluid is a general term for all normal liquids in the body. Within the meridians, as the composition of blood components; outside the meridians, constituting the intrinsic body fluids of various organs and tissues. This is the main part of body fluid, coming from diet, constituting the human body and maintaining human life activities, playing the roles of moistening and nourishing various of organs and tissues of the body. In addition, Interstitial fluid, all kinds of normal liquid secretion and metabolic products, such as sweat, tears, nasal discharge, saliva, slobber, gastric juice, intestinal fluid, urine, joint fluid, latex and so on, both belong to body fluid.

Analysis on Usage of Digital Home Appliance in Spatial Context (디지털홈기기 사용실태에 관한 사례조사 연구 - 생활공간 중심으로 -)

  • Do, Yun-Hee
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2004.11a
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    • pp.179-180
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    • 2004
  • In the information society, individual, enterprise and nation must be equipped with environmment and competence with which they can acquire useful information anytime and anywhere to process and utilize it in required form. Therefore, this study intends to investigate how digital TV, refrigerator and computer are laid out in the residential space in terms of life space, analyze the preference of residents an d forecast the preferred functions of the products to be introduced in the future. To build frame for making questionnaire tool of this survey, 3 households of the first constructor among the top-ranked constructors in the first half of 2004 were chose and in-depth interview was made from April 12 to April 17. On the basis of result of preliminary survey obtained by this process, the questionnaire was revised and supplemented. Targeting those living at the apartment house in Seoul and constructors ranked in top-four in the order of construction of the first half of 2004, I selected 3 households for each group in the range of 30$^{\sim}$40 pyung. Twelve cases were surveyed from April 19, 2004 to June 5, 2004. First, TV will continue playing the role of central entertainment mustering family at one place rather than separating them to each room. Second, in the case of refrigerator, the function is being subdivided, making 2 types, refrigerator and kimchi refrigerator indispensable, which was in just unit in the past Third, while computer was usually placed in the individual bedroom,

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A Study of Personified Character in Cartoon (카툰에서의 의인화 캐릭터 연구)

  • Choi, Hae-Sol;Yoon, Ki-Heon
    • The Journal of the Korea Contents Association
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    • v.15 no.8
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    • pp.141-148
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    • 2015
  • This study based on hypothesis essentiality of character developing is necessary in origin role of cartoons and concern the characteristic of modern society is great many products and consumptions. On contrary to this hypothesis, characters are not importantly utilized in work and planning. As a fundamental research for developing character in cartoon, this research study for personification. Comparative study personification in fable and cartoon. The common feature underlying personification in fable and cartoon are purified expression for object of satire, putting symbolical meaning to target of satire, presenting a diversity of view, reducing descriptions, supporting to understand context easily and playing a role as make interesting and laugh with irony and fantasy.

Arduino-based Educational Electronic Piano (아두이노 기반 교육용 전자 피아노)

  • Kim, Hye-jun;Park, Jun-yeong;Shin, Yeong-jae;Heo, Gyeong-yong;Choi, Hun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.05a
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    • pp.413-415
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    • 2021
  • Piano is one of the most beloved instruments in the world and is used a lot for children to learn music because it is simple to play. As a result, various products for children, such as toy pianos, were released. However, there is a lack of piano skills for music education, such as how to play the piano or read the score. To solve this problem, in this paper, we propose a game-style educational piano using Arduino. It is expected to capture fun and education at a low price by scoring points by displaying the score on the LCD screen and pressing the keyboard according to the timing of playing the note.

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A Research on the Development of Domestic Regional Airports Considering the Characteristics of Air-Defense Industry-Based Airshow (국내 지방공항의 특성화 및 활성화 방안 연구 - 방위산업 기반 에어쇼 사례를 중심으로 -)

  • Sang Yong Park;Sung-Sik Park
    • Journal of the Korean Society for Aviation and Aeronautics
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    • v.31 no.4
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    • pp.82-89
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    • 2023
  • Since 2017, South Korea's defense exports have shown the world's highest rate of increase of 177% over the past five years, making it the 8th largest defense exporting country in the world. In particular, the aerospace industry is playing a leading role in the Korean defense industry. Among these K-defense industries, the capabilities of the aerospace industry are closely related to the Sacheon Air Show. Sacheon Air Show is one of the largest aviation events in Korea, and products with expertise in the aerospace field are exhibited and demonstrated. Therefore, the purpose of this study is to seek the revitalization of domestic local airports, especially Sacheon Airport, through the Sacheon Air Show held at Sacheon Airport in Gyeongsangnam-do. The first is the development of various contents, the second is the maximization of expertise using air shows, and the third is internationalization. By actively promoting these measures, Sacheon Air Show will be able to maximize the expertise of K-Defense, recognize it as an international event, and promote the vitalization of Sacheon Airport in Gyeongsangnam-do by securing domestic and foreign participants and visitors.

Determination of Skin Adhesion Rate of Children's Modeling Clay for Exposure Assessment (어린이 노출평가를 위한 점토류의 피부 점착률 산출)

  • Guak, Sooyoung;Lim, Miyoung;Shin, Hyerin;Park, Ji Young;Lee, Kiyoung
    • Journal of Environmental Health Sciences
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    • v.44 no.3
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    • pp.238-243
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    • 2018
  • Objectives: The purpose of this study was to determine skin adhesion rate of children's modeling clay for exposure assessment. Methods: Children's modeling clays were classified into 10 categories as PVA clay, PVA soft clay, starch-based clay, foam clay, rubber clay, oil clay, muddy clay, terra clay, paper clay and slime. A total of 26 children's clay goods was selected. Moisture content (%) and hardness of clays were measured. Five adults aged 20 to 25were recruited for experiment. Gravimetric difference of modeling clay was determined after 3 minutes playing time. Skin adhesion rate ($g/min/cm^2$) was estimated bythe amount of skin adhesion per minute (g/min) and each individual's palm surface area ($cm^2$). Results: Twenty four of the 26 children's modeling clay products were adhesive to skins. Two products of foam and rubber clay were not adhered to skin. For the 24 products, the average skin adhesion rate was $5.5{\times}10^{-4}{\pm}4.0{\times}10^{-4}g/min/cm^2$. The highest skin adhesion rate was $1.3{\times}10^{-3}{\pm}4.4{\times}10^{-4}g/min/cm^2$ for paper clay. The lowest skin adhesion rate was $4.6{\times}10^{-5}{\pm}1.1{\times}10^{-4}g/min/cm^2$ for oil clay. The skin adhesion rate was increased with increase of moisture content. Adhesion rates of some clays were varied by person and testing trials. Conclusion: The study determined skin adhesion rate of children's modeling clay. The adhesion rate is useful for exposure and risk assessments and setting safety guideline to protect children's health.

The Effect of Curiosity and Need for Uniqueness on Emotional Responses to Art Collaborated Products including Moderating Effect of Gender (독특성 추구성향과 호기심이 아트 콜라보레이션 제품에 대한 소비자의 감정에 미치는 영향: 성별에 따른 조절효과)

  • Ju, Seon Hee;Koo, Dong-Mo
    • Asia Marketing Journal
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    • v.14 no.2
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    • pp.97-125
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    • 2012
  • Companies recently introduce art collaborated products incorporating culture into a product. Art collaborated products include incorporating famous movies and/or design of an artist into a newly launched product. The introduction of art collaborated products are gradually increasing. However, research for this trend is relatively scarce. Although research concerning design has discussed a number of different factors as playing a role in influencing responses to design including culture, fashion, innate preferences, etc.), only limited attention has been paid to the processes by which consumers generate responses to product designs. People with different characteristics may respond differently. When people encounter these art products, they may become curious, may think that these products are unique, novel and innovative. People tend to show different levels of curiosity when they encounter new and novel objects, which they have rarely seen or experienced. Curiosity is defined as a desire for acquiring new knowledge and new sensory experience. Previous studies demonstrated that curiosity motivates individuals to engage in exploratory behaviors. People also show different levels of need for uniqueness, which is defined as being different from others or becoming distinctive among a larger group. Individual's need for uniqueness results from signals conveyed by the material objects that individuals choose to display. Recently, researcher have developed the need for uniqueness with three distinct constructs. These three concepts include creative choice, unpopular choice, and avoidance of similarity. Creative choice is a trait tendency of an individual by expressing or differentiating himself from others through consumptions of unique products. Unpopular choice is related to an individual's tendency to consume products, which deviates from group norms. Avoidance of similarity is linked to the avoidance of consumption behavior of products that are not famous. Past research implies that people with different levels of need for uniqueness show different motivational processes. Previous research also demonstrates that different customer emotions may be derived when consumers are exposed to these art collaborated products. Research tradition has been investigated three different emotional responses such as pleasure, arousal, and dominance. Pleasure is defined as the degree to which a person feels good, joyful, happy, or satisfied in a situation. Arousal is defined as the extent to which a person feels stimulated, active, or excited. Dominance is defined as the extent that a person feels powerful vis-a-vis the environment that surrounds him/her. Previous research show that complex, speedy, and surprising stimuli may excite consumers and thus make them more pleased and engaged in their approach behavior. However, the current study identified these emotional responses as positive emotion, negative emotion, and arousal. These derived emotions may lead consumers to approach and/or avoidance behaviors. In addition, males and females tend to respond differently when they are exposed to art collaboration products. Building on this research tradition, the current study aims to investigate the inter-relationships between individual traits such as curiosity and need for uniqueness and individual's emotional responses including positive and negative emotion and arousal when people encounter various art collaborated products. Emotional responses are proposed to influence purchase intention. Additionally, previous studies show that male and females respond differently to similar stimuli. Accordingly, gender difference are proposed to moderate the links between individual traits and emotional responses. These research aims of the current study may contribute to extending our knowledge in terms of (1) which individual characteristics are related to different emotions, and (2) how these different emotional responses inter-connected to future purchase intention of arts collaborated products. In addition, (3) the different responses to these arts collaborated products by males and females will guide managers how to concoct different strategies to these segments. The questionnaire for the present study was adopted from the previous literature and validated with a pilot test. The survey was conducted in Daegu, a third largest city in South Korea, for three weeks during June and July 2011. Most respondents were in their twenties and thirties. 350 questionnaires were distributed and among them 300 were proved to be valid (valid response rate of 85.7%). Survey questionnaires from valid 300 respondents are used to test hypotheses proposed. The structural equation model (SEM) was used to validate the research model. The measurement and structural model was tested using LISREL 8.7. The measurement model test demonstrated that consistency, convergent validity, and discriminat validity of the measurement items were acceptable. The results from the structural model demonstrate that curiosity has a positive impact on positive emotion, but not on negative emotion and arousal. Need for uniqueness has three different sub-concepts such as creative choice, unpopular choice, and avoidance of similarity. The results show that creative choice has a positive effect on arousal and positive emotion, but has a negative impact on negative emotion. Unpopular choice has a positive effect on arousal, but on neither positive nor negative emotions. Avoidance of similarity has no impact on neither emotions nor arousal. The results also demonstrated that gender has a moderating influence. Males show more negative emotion to creative and unpopular choices. Implications and future research directions are discussed in conclusion.

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Developing Design Education Program concerning Sustainable Fashion (지속가능 패션 실용화를 위한 디자인 교육 프로그램 개발)

  • Lee, Youngsun;Choy, Hyonsook
    • Journal of the Korean Society of Costume
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    • v.64 no.2
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    • pp.50-69
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    • 2014
  • Sustainability has been a big issue over the whole global industry lately and is an important fashion trend that reflects the modern phase of the time. The concept of sustainable fashion includes physical fashion products made from eco-friendly or recycle materials as well as ethical value such as corporate social responsibility for environment, labor or working condition. Fashion companies of advanced countries who are aware of the geo-environmental and ethical issues found that generating profits by setting trends and pursuing external beauty can no longer be the ultimate goal of fashion companies, and started to recognize the importance of sustainable fashion as a future-oriented trend. Not only fashion industry but also governments of advanced countries have been playing a leading role to educate the people regarding the importance of sustainable fashion and making large investments to foster industry specialists in educational institution. The aim of this study is to propose sustainable fashion design education program that fits the domestic university curriculum and government-leading education program in order to set the foundation for sustainable fashion industry. Thus, this study investigates successful cases of foreign government-led sustainable fashion education that can be introduced to improve domestic sustainable fashion education. The empirical study of the research is developing 12-15 week university level education program to foster specialists in sustainable fashion. The survey carried out by the students who participated in the program shows the change of perception on sustainable fashion. Developed university level program can be spread to municipal corporation, school of continuing education, and etc. in order to derive participation and problem perception of the citizens on sustainability. Developing systemized sustainable fashion design education program would be the first step of sustainable fashion by educating students who will take the leading role in the future fashion industry. Moreover, it can strongly influence future customer education as well as a special education inducing interest on sustainability in everyday life. A follow-up study is expected to serve as a foundation for sustainable fashion to take root successfully in the fashion industry.

The Effects of Luxury Brand Marketing Mix on the Formation of Customer Equity - Focusing on Luxury Brand's Product Consumers in 20~40's - (럭셔리 브랜드 마케팅 믹스가 고객자산 형성에 미치는 영향 - 20~40대 럭셔리 브랜드 제품 소비자를 중심으로 -)

  • Hwang, Yookyung
    • Fashion & Textile Research Journal
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    • v.15 no.1
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    • pp.103-115
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    • 2013
  • This study identifies how the luxury brand marketing mix affects customer equity drivers and suggests intangible equity management strategies so that companies can make long-term profits through luxury brands based on empirical studies of Korean luxury consumers. The results of the study are as follows: First, this study classified the properties that use 8 key factors (product integrity, heritage, exclusivity, premium image, environment and consumption experience, premium price, luxury communication strategy, and brand signature). Second, it shows that product integrity and luxury communication strategy have a positive effect on all customer equity drivers, that brand signature has a positive effect on value equity and brand equity, and that premium price has a negative effect on relation equity. It is important to provide products and services equipped with high quality and luxurious designs based on excellent craftsmanship in order to establish brand equity and value equity. Brand identity needs to be maintained and unique brand signatures need to be developed based on the long history of luxury brands against a traditional backdrop. A diversified communication strategy improves brand recognition while playing a part in facilitating brand association and brand image. In order to improve relationship equity, actions such as a loyalty program to strengthen brand loyalty, need to be taken as well as measures to maintain and enhance customer trust through a reasonable price strategy.

A Study on the Production of a Corset in the Late Renaissance Age (르네상스 후기(後期)의 Corset 제작(製作)에 관(關)한 연구(硏究))

  • Kim, Kyung-Hee
    • Journal of Fashion Business
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    • v.7 no.1
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    • pp.152-159
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    • 2003
  • The considerations on the costumes of the past, which have been conducted to the present for the purpose of creating a new design, are not just a simple imitation, but playing a role as a re-creation of fashion. A corset, one of the underwear items, has an important role to exaggerate, emphasize, or modify the beauty of a human body. It also contributes to form a beautiful silhouette of the outerwear. Specifically, the role of a corset today is more than a physical modification: making an underwear into an outerwear; using detailed decorations or materials of an underwear in the part of other garments. In doing these, decorative functions of costumes have been more and more emphasized. Therefore, a study on the composition or design of a corset would be an important study on the garment item that reflects fashions required by this age. The significance of the study is in its potential to provide reference materials needed in creating new underwear designs or the designs that can be made into outerwear products, by trying and producing a corset of the past. To make the corset, the definition of underwear and the characteristics of a corset were explored based on the review of the materials in the foreign museums, relevant photographs, and literature. The corset was made after understanding its minute details and examining its patterns. Pattern drawing was carried out using a Pattern CAD. As an intial phase of reproducing the corsets in the 17th, 18th, and 19th centuries, the scope of the present study was limited to the late Renaissance age, when corsets began to appear.